diff options
Diffstat (limited to 'mwe')
-rw-r--r-- | mwe/ecs-homemade/CMakeLists.txt | 17 | ||||
-rw-r--r-- | mwe/ecs-homemade/inc/ComponentManager.h | 55 | ||||
-rw-r--r-- | mwe/ecs-homemade/inc/ComponentManager.hpp | 127 | ||||
-rw-r--r-- | mwe/ecs-homemade/inc/Components.h | 33 | ||||
-rw-r--r-- | mwe/ecs-homemade/inc/GameObjectMax.h | 20 | ||||
-rw-r--r-- | mwe/ecs-homemade/inc/GameObjectMax.hpp | 7 | ||||
-rw-r--r-- | mwe/ecs-homemade/src/ComponentManager.cpp | 23 | ||||
-rw-r--r-- | mwe/ecs-homemade/src/Components.cpp | 11 | ||||
-rw-r--r-- | mwe/ecs-homemade/src/GameObjectMax.cpp | 7 | ||||
-rw-r--r-- | mwe/ecs-homemade/src/main.cpp | 59 |
10 files changed, 359 insertions, 0 deletions
diff --git a/mwe/ecs-homemade/CMakeLists.txt b/mwe/ecs-homemade/CMakeLists.txt new file mode 100644 index 0000000..6267c1a --- /dev/null +++ b/mwe/ecs-homemade/CMakeLists.txt @@ -0,0 +1,17 @@ +cmake_minimum_required(VERSION 3.5) +project(ecs-homemade) + +# Set the C++ standard (optional, but good practice) +set(CMAKE_CXX_STANDARD 17) +set(CMAKE_CXX_STANDARD_REQUIRED True) + +# Use the debug mode (otherwise breakpoints are not compiled) +set(CMAKE_BUILD_TYPE Debug) + +add_executable(ecs-homemade + src/main.cpp + src/ComponentManager.cpp + src/Components.cpp + src/GameObjectMax.cpp +) +target_include_directories(ecs-homemade PRIVATE "${CMAKE_SOURCE_DIR}/inc") diff --git a/mwe/ecs-homemade/inc/ComponentManager.h b/mwe/ecs-homemade/inc/ComponentManager.h new file mode 100644 index 0000000..d368516 --- /dev/null +++ b/mwe/ecs-homemade/inc/ComponentManager.h @@ -0,0 +1,55 @@ +#pragma once + +#include "Components.h" +#include <cstdint> +#include <memory> +#include <typeindex> +#include <unordered_map> +#include <utility> +#include <vector> + +class ComponentManager { +public: + static ComponentManager & GetInstance(); //Singleton + + ComponentManager(const ComponentManager &) = delete; //Singleton + ComponentManager(ComponentManager &&) = delete; //Singleton + ComponentManager & operator=(const ComponentManager &) = delete; //Singleton + ComponentManager & operator=(ComponentManager &&) = delete; //Singleton + + template <typename T, typename... Args> + void AddComponent(std::uint32_t id, + Args &&... args); //Add a component of a specific type + template <typename T> + void DeleteComponentsById( + std::uint32_t id); //Deletes all components of a specific type and id + template <typename T> + void DeleteComponents(); //Deletes all components of a specific type + void DeleteAllComponentsOfId( + std::uint32_t id); //Deletes all components of a specific id + void DeleteAllComponents(); //Deletes all components + + template <typename T> + std::vector<std::reference_wrapper<T>> GetComponentsByID(std::uint32_t id) + const; //Get a vector<> of all components at specific type and id + template <typename T> + std::vector<std::reference_wrapper<T>> GetComponentsByType() + const; //Get a vector<> of all components of a specific type + +private: + static ComponentManager mInstance; //Singleton + + ComponentManager(); //Singleton + + /* + * The std::unordered_map<std::type_index, std::vector<std::vector<std::unique_ptr<Component>>>> below might seem a bit strange, let me explain this structure: + * The std::unordered_map<> has a key and value. The key is a std::type_index and the value is a std::vector. So, a new std::vector will be created for each new std::type_index. + * The first std::vector<> stores another vector<>. This first vector<> is to bind the entity's id to a component. + * The second std::vector<> stores unique_ptrs. Each component can be gathered via an unique_ptr. This second vector<> allows multiple components of the same std::type_index for one entity (id). + */ + std::unordered_map<std::type_index, + std::vector<std::vector<std::unique_ptr<Component>>>> + mComponents; +}; + +#include "ComponentManager.hpp" diff --git a/mwe/ecs-homemade/inc/ComponentManager.hpp b/mwe/ecs-homemade/inc/ComponentManager.hpp new file mode 100644 index 0000000..d6da8e8 --- /dev/null +++ b/mwe/ecs-homemade/inc/ComponentManager.hpp @@ -0,0 +1,127 @@ + +template <typename T, typename... Args> +void ComponentManager::AddComponent(std::uint32_t id, Args &&... args) { + std::type_index type = typeid( + T); //Determine the type of T (this is used as the key of the unordered_map<>) + + if (mComponents.find(type) + == mComponents + .end()) { //Check if this component type is already in the unordered_map<> + mComponents[type] = std::vector<std::vector<std::unique_ptr< + Component>>>(); //If not, create a new (empty) vector<> of vector<unique_ptr<Component>> + } + + if (id + >= mComponents[type] + .size()) { //Resize the vector<> if the id is greater than the current size + mComponents[type].resize( + id + + 1); //Initialize new slots to nullptr (resize does automatically init to nullptr) + } + + mComponents[type][id].push_back(std::make_unique<T>(std::forward<Args>( + args)...)); //Create a new component of type T using perfect forwarding and store its unique_ptr in the vector<> +} + +template <typename T> +void ComponentManager::DeleteComponentsById(std::uint32_t id) { + std::type_index type = typeid( + T); //Determine the type of T (this is used as the key of the unordered_map<>) + + if (mComponents.find(type) + != mComponents.end()) { //Find the type (in the unordered_map<>) + std::vector<std::vector<std::unique_ptr<Component>>> & componentArray + = mComponents[type]; //Get the correct vector<> + + if (id + < componentArray + .size()) { //Make sure that the id (that we are looking for) is within the boundaries of the vector<> + componentArray[id] + .clear(); //Clear the whole vector<> of this specific type and id + } + } +} + +template <typename T> +void ComponentManager::DeleteComponents() { + std::type_index type = typeid( + T); //Determine the type of T (this is used as the key of the unordered_map<>) + + if (mComponents.find(type) + != mComponents.end()) { //Find the type (in the unordered_map<>) + mComponents[type] + .clear(); //Clear the whole vector<> of this specific type + } +} + +template <typename T> +std::vector<std::reference_wrapper<T>> +ComponentManager::GetComponentsByID(std::uint32_t id) const { + std::type_index type = typeid( + T); //Determine the type of T (this is used as the key of the unordered_map<>) + + std::vector<std::reference_wrapper<T>> + componentVector; //Create an empty vector<> + + if (mComponents.find(type) + != mComponents.end()) { //Find the type (in the unordered_map<>) + + const std::vector<std::vector<std::unique_ptr<Component>>> & + componentArray + = mComponents.at(type); //Get the correct vector<> + + if (id + < componentArray + .size()) { //Make sure that the id (that we are looking for) is within the boundaries of the vector<> + for (const std::unique_ptr<Component> & componentPtr : + componentArray[id]) { //Loop trough the whole vector<> + T * castedComponent = static_cast<T *>( + componentPtr.get()); //Cast the unique_ptr to a raw pointer + + if (castedComponent) { //Ensure that the cast was successful + componentVector.push_back( + *castedComponent); //Add the dereferenced raw pointer to the vector<> + } + } + } + } + + return componentVector; //Return the vector<> +} + +template <typename T> +std::vector<std::reference_wrapper<T>> +ComponentManager::GetComponentsByType() const { + std::type_index type = typeid( + T); //Determine the type of T (this is used as the key of the unordered_map<>) + + std::vector<std::reference_wrapper<T>> + componentVector; //Create an empty vector<> + //std::uint32_t id = 0; //Set the id to 0 (the id will also be stored in the returned vector<>) + + if (mComponents.find(type) + != mComponents.end()) { //Find the type (in the unordered_map<>) + + const std::vector<std::vector<std::unique_ptr<Component>>> & + componentArray + = mComponents.at(type); //Get the correct vector<> + + for (const std::vector<std::unique_ptr<Component>> & component : + componentArray) { //Loop through the whole vector<> + for (const std::unique_ptr<Component> & componentPtr : + component) { //Loop trough the whole vector<> + T * castedComponent = static_cast<T *>( + componentPtr.get()); //Cast the unique_ptr to a raw pointer + + if (castedComponent) { //Ensure that the cast was successful + componentVector.emplace_back(std::ref( + *castedComponent)); //Pair the dereferenced raw pointer and the id and add it to the vector<> + } + } + + //++id; //Increase the id (the id will also be stored in the returned vector<>) + } + } + + return componentVector; //Return the vector<> +} diff --git a/mwe/ecs-homemade/inc/Components.h b/mwe/ecs-homemade/inc/Components.h new file mode 100644 index 0000000..98c5fe7 --- /dev/null +++ b/mwe/ecs-homemade/inc/Components.h @@ -0,0 +1,33 @@ +#pragma once + +#include <string> + +class Component { +public: + Component(); + + bool mActive; +}; + +class Sprite : public Component { +public: + Sprite(std::string path); + + std::string mPath; +}; + +class Rigidbody : public Component { +public: + Rigidbody(int mass, int gravityScale, int bodyType); + + int mMass; + int mGravityScale; + int mBodyType; +}; + +class Colider : public Component { +public: + Colider(int size); + + int mSize; +}; diff --git a/mwe/ecs-homemade/inc/GameObjectMax.h b/mwe/ecs-homemade/inc/GameObjectMax.h new file mode 100644 index 0000000..3029053 --- /dev/null +++ b/mwe/ecs-homemade/inc/GameObjectMax.h @@ -0,0 +1,20 @@ +#pragma once + +#include <cstdint> +#include <string> + +class GameObject { +public: + GameObject(std::uint32_t id, std::string name, std::string tag, int layer); + + template <typename T, typename... Args> + void AddComponent(Args &&... args); + + std::uint32_t mId; + std::string mName; + std::string mTag; + bool mActive; + int mLayer; +}; + +#include "GameObjectMax.hpp" diff --git a/mwe/ecs-homemade/inc/GameObjectMax.hpp b/mwe/ecs-homemade/inc/GameObjectMax.hpp new file mode 100644 index 0000000..91d51ea --- /dev/null +++ b/mwe/ecs-homemade/inc/GameObjectMax.hpp @@ -0,0 +1,7 @@ +#include "ComponentManager.h" + +template <typename T, typename... Args> +void GameObject::AddComponent(Args &&... args) { + ComponentManager::GetInstance().AddComponent<T>( + mId, std::forward<Args>(args)...); +} diff --git a/mwe/ecs-homemade/src/ComponentManager.cpp b/mwe/ecs-homemade/src/ComponentManager.cpp new file mode 100644 index 0000000..536c152 --- /dev/null +++ b/mwe/ecs-homemade/src/ComponentManager.cpp @@ -0,0 +1,23 @@ +#include "ComponentManager.h" + +ComponentManager ComponentManager::mInstance; + +ComponentManager & ComponentManager::GetInstance() { return mInstance; } + +ComponentManager::ComponentManager() {} + +void ComponentManager::DeleteAllComponentsOfId(std::uint32_t id) { + for (auto & [type, componentArray] : + mComponents) { //Loop through all the types (in the unordered_map<>) + if (id + < componentArray + .size()) { //Make sure that the id (that we are looking for) is within the boundaries of the vector<> + componentArray[id] + .clear(); //Clear the components at this specific id + } + } +} + +void ComponentManager::DeleteAllComponents() { + mComponents.clear(); //Clear the whole unordered_map<> +} diff --git a/mwe/ecs-homemade/src/Components.cpp b/mwe/ecs-homemade/src/Components.cpp new file mode 100644 index 0000000..c8347b3 --- /dev/null +++ b/mwe/ecs-homemade/src/Components.cpp @@ -0,0 +1,11 @@ +#include "Components.h" +#include <iostream> + +Component::Component() : mActive(true) {} + +Sprite::Sprite(std::string path) : mPath(path) {} + +Rigidbody::Rigidbody(int mass, int gravityScale, int bodyType) + : mMass(mass), mGravityScale(gravityScale), mBodyType(bodyType) {} + +Colider::Colider(int size) : mSize(size) {} diff --git a/mwe/ecs-homemade/src/GameObjectMax.cpp b/mwe/ecs-homemade/src/GameObjectMax.cpp new file mode 100644 index 0000000..b0c5af7 --- /dev/null +++ b/mwe/ecs-homemade/src/GameObjectMax.cpp @@ -0,0 +1,7 @@ +#include "GameObjectMax.h" + +#include "ComponentManager.h" + +GameObject::GameObject(std::uint32_t id, std::string name, std::string tag, + int layer) + : mId(id), mName(name), mTag(tag), mActive(true), mLayer(layer) {} diff --git a/mwe/ecs-homemade/src/main.cpp b/mwe/ecs-homemade/src/main.cpp new file mode 100644 index 0000000..330e154 --- /dev/null +++ b/mwe/ecs-homemade/src/main.cpp @@ -0,0 +1,59 @@ +#include <chrono> +#include <cstdint> +#include <iostream> +#include <vector> + +#include "ComponentManager.h" +#include "Components.h" +#include "GameObjectMax.h" + +int main() { + auto startAdding = std::chrono::high_resolution_clock::now(); + + GameObject * gameObject[100000]; + + for (int i = 0; i < 100000; ++i) { + gameObject[i] = new GameObject(i, "Name", "Tag", 0); + + gameObject[i]->AddComponent<Sprite>("C:/Test"); + gameObject[i]->AddComponent<Rigidbody>(0, 0, i); + gameObject[i]->AddComponent<Colider>(i); + } + + auto stopAdding = std::chrono::high_resolution_clock::now(); + + //This is what systems would do: + + std::vector<std::reference_wrapper<Sprite>> sprites + = ComponentManager::GetInstance().GetComponentsByType<Sprite>(); + for (Sprite & sprite : sprites) { + //std::cout << sprite.get().mPath << std::endl; + } + //std::cout << std::endl; + + std::vector<std::reference_wrapper<Rigidbody>> rigidBodies + = ComponentManager::GetInstance().GetComponentsByType<Rigidbody>(); + for (Rigidbody & rigidbody : rigidBodies) { + //std::cout << rigidbody.get().mMass << " " << rigidbody.get().mGravityScale << " " << rigidbody.get().mBodyType << std::endl; + } + //std::cout << std::endl; + + std::vector<std::reference_wrapper<Colider>> coliders + = ComponentManager::GetInstance().GetComponentsByType<Colider>(); + for (Colider & colider : coliders) { + //std::cout << colider.get().mSize << std::endl; + } + + auto stopLooping = std::chrono::high_resolution_clock::now(); + + for (int i = 0; i < 100000; ++i) { + delete gameObject[i]; + } + + auto Addtime = std::chrono::duration_cast<std::chrono::microseconds>( + stopAdding - startAdding); + auto LoopTime = std::chrono::duration_cast<std::chrono::microseconds>( + stopLooping - stopAdding); + std::cout << "AddTime: " << Addtime.count() << " us" << std::endl; + std::cout << "LoopTime: " << LoopTime.count() << " us" << std::endl; +} |